Yvain 447's page

No posts. Organized Play character for PMSchulz.




1 person marked this as a favorite.

Well, with that nice long post over on the PF2 boards about the Remaster not having drow, how is that going to work for Starfinder? And Starfinder Society play? Will they all just become Cavern Elves? Will they be something different? Will they all just die off instantly? As someone who has a half-drow and a full drow in SFS, I am curious. And even beyond society play, we have a whole world of them, kind of hard to ignore.

*

My sorcerer has the Arcane Evolution feat, so that gives her a spellbook. Since normally as a sorcerer I would have to learn a spell at a higher level to heighten it (Unless it is a Signature Spell). Is it possible to scribe those spells at the higher level into the book, and do I need to pay the cost? Is it reduced because I know the lower level version?

Also, can I use something like the Endless Grimoire and gain the extra spell slot, or would that not work?

*

I am looking for a new melee weapon for an operative and stumbled on the Spectra Blade. It's from Starfinder #49: A Light in the Dark. Does it follow the "character option" rules, where I have to have the Chronicle from the adventure to purchase it, or, since it is generic equipment, it is available for my level (7)? Do I have to own the physical product in order to use it otherwise? According to AON (Which is the official SRD) it is SFS Legal with no restrictions on it. I can't buy it now, I need new armor, but it will be the next purchase I make.

*

I have a few boons that I purchased with fame before that went away. They are also now in the AcP list. How do I document these? For example, one gives 10 Rep to a new character. At the moment, what I have is a print out from the old Society Guide with the note which character it came from and who it's going to. Is that enough? Do I need to come back and spend the AcP as well? I thought there was something here that explained how to print them, but I cannot find it anywhere.

*

Okay, I now have my android champion (paladin) all made, even got his first game in. Even made his background a squire to make thematic sense. I wanted to take one of the Knights of Lastwall dedications at 2nd level, but they are uncommon. The rules state that uncommon options are available if the chatter is from the region. So, how does one take said region? My search skills are bringing up language discussions, equipment, but nothing on the region selection itself.

TL:DR version: How can I have my Android Paladin be from Lastwall so he can be a Knight?

*

I know there are a few items that give a caster an extra slot or two, of which sadly several are locked behind the “uncommon” or worse availability, so we’ll never see them until Year 10 or so. But what items are there, and which ones can be stacked. I can think of the Endless Grimoire, but as you upgrade that the slot it gives changes. I also know a few multi class feats do, but they often only work for the lowest level slots. Does anyone have a compiled list? Or know where one might be found?

*

Am I understanding correctly that I need to buy the race boon under a character I already possess and then attach it to a new character, or do I need to buy it under the new character I am creating with the boon. If the latter, I have made an error and need to find a way to fix it.

This may be a dumb question, and I thought I had answered it for myself, but then bought the boons under characters that already exist without thinking.

*

Looking at buying System Traveler to get a kitsune in Starfinder (And a cheaper Android in Pathfinder from Starfinder). Do I need to create the character first, then purchase the boon, then re-create them in the other system, thus losing a slot for PFS? Or do I just use one of my existing characters and slap it forward?

I conclude for something like Hobgoblin Ancestry, where you are staying in PF2, you have to register the PFS character first, then get the boon under them.

*

Just a general question, I cannot find it on the Organized Play pages. How do we add spells to a spellbook? I know I can do it with scrolls, but I only get a few free scrolls. Is there a way to get spells other than paying massive amounts of gold to get anything above a 1st level spell on a scroll?

*

Looking for some online play because local players/GMs are having lives. Mostly on weekends or Friday evenings. Links I found with a quick search are dead or loop back. Any good places to look? Looking for the higher levels, but can in theory play any level 13 or lower. I am in Indianapolis/Eastern time, and work on weeknights to 6:30 again in two weeks.

*

In PF2, there are higher quality versions of special material weapons (silver, cold iron, etc.). Can a character craft the higher quality items at lower level, say a 6th level character crafting a standard grade silver weapon (an 11th level item) if they are say, expert in crafting? Or do you have to be 11th level to even consider it?


Question. If I purchase a Gloom Blade, can I then transfer the +1 and striking runes off of a different weapon to it? If I then use the Gloom Blade with another weapon using doubling rings or greater doubling rings, will the other weapon have the same effects if it is the same type of weapon (a short sword) or would only the bonus and striking runes apply?


I put several PDFs in my cart, including two scenarios that I am running shortly, on Monday, and the purchase would not process. I even came back today, updated my credit card information (Which is exactly the same, card doesn't expire for another year) and still nothing. Tried manually deleting all cookies, cleared cache (Google Chrome does it automatically, but I did a manual clear as well) for both web browsers, and still it doesn't work. I hit "Purchase" and the page loops back to itself, only without the three boxes across the top, and it says the same message as before, and the items are all still in my cart. This is very frustrating, as I have not had this problem before, and I find it disconcerting, since I fear multiple charges will be suddenly sent to my credit card, which will not only freeze the card, but also make me not able to get the scenarios I need ASAP so I can prep them before Saturday.


So, am I understanding correctly that rangers can cast warden spells as of first level, but need to take a feat (Heal Companion or Gravity Weapon) to actually gain any spells? Or is there a future planning for rangers to have spells without needing to take focus spells.


Just rebuilt my rogue as an eldtrich trickster, and I'm trying to figure out the spells. First off, do I get anything other than the Dedication for free? Secondly if I take the next tier up (Basic), do I get more than one spell per day to cast of each level? Or do I get 2 1st level spells at 6th when I get my first 2nd level spell? I'm not quite sure if I'm reading this correctly.


If I take an option that gives me a spell (For example, Seer elf or Arcane Sense) and then I take a sorcerer bloodline that gives me the same spell (Say, Imperial bloodline which gives you detect magic as a cantrip), do I just lose out and not get the extra spell, or do I replace it? I have not found anything about spells, I know skills allow you to select another skill. Do spells work the same way, or is there a different rule?


Can I take an archetype feat or a class feat in one if my general feat slots? For example, if my rogue wants to pick up minor magic in her next general feat slot, is that allowed?


Is there an official eratta for Starfinder? They just released one for PF2, and I know there are some errors in Starfinder (Drow, for instance,have SR in all their entries, but when you look at the racial stats for using them as a PC, they have no way to gain spell resistance. So it should be in-born but it's not there.) But I am not finding anything (The PF2 Core book had it linked off the product page.) Or is the FAQ all we're going to get?

*

Is there a list of the level 12+ scenarios out there? With the replays, I might actually get to play a few with all my retired characters.

*

Is there any way in society to get this? Both of my operatives would love to get their hands on this. One because adding the right aeon stones and upgrades would give her an armor to rock for a long while instead of having to buy armor every three levels. One because she really doesn't like the Azlanti Star Empire (They make it so hard to explore out there) and would like to rub it in their faces.

*

Do we have any? My primary SFS character has been, as far as I know, the only one who's profession is assassin. If there is an official group, it would be nice to know. If not, I guess I can keep calling myself the Society's unofficial official assassin.

Or would that be presumptuous of the outlaw ghost operative with silenced/flash suppressed/scoped weapons?


Okay, I want to check this out. I put a fusion on a couple of different weapons ( Trailblazer for my level 6 laser pistol and level 7 semi auto pistol). I paid the costs out of the book for a level 6 and level 7 fusion. Is that right? And if I want to add additional abilities to either one, it will cost the same to add, but I can add up to the weapon's level in total fusions.

Here is where I am somewhat confused. My lower level character wants to put holy and one other (haven't decided yet, but I have three in mind) onto his melee weapon. He currently has a long sword. If I add holy (a level 1 fusion) I cannot add anything else, as the sword is level 1. If I later get a better weapon, I can transfer the holy to the better weapon for 1/2 the cost of the higher level fusion, since I have a rank in engineering. The same if I want to transfer the trailblazer effects for my primary character when she upgrades her pistols, right? Or am I missing a step here?

And, are weapon fusions even worth it most of the time? You have to upgrade weapons to do more damage, so other than certain creatures, is there any reason for them? I think they made this far too complicated for Starfinder, the old Pathfinder way was easier. They could have still reduced the costs, put in the transfer rules, and called it a day. Why add the extra layers of matching the weapon level, fusion seals, etc?

*

I've got one of these "Model Pathfinder Agent" boons, and I am trying to find a list of all the current Venture Captains out there. I know the Society Field Guide had a list, but that has changed since then. Any ideas where there might be a compilation?


My second character for SFS is basically being run as a paladin. He is a solder with the arcane assault fighting style, and is a worshiper of Iomedae. I went with the Star Knight archetype, but the Divine Champion gets the spells, and the character is still first level. The Archetype rules say you have to take an archetype when it replaces an ability, but can I take two archetypes that replace an ability at the same level? Or is there a better way to do a paladin, since I doubt the PFS legacy classes are ever going to be allowed in SFS.


Hey, I was wondering how folks store the map pack cards. I have several and I don't want to just throw them in something and get them all scrambled. So I thought I would ask the community how they do it. I was thinking something like a recipe box or some other divided case, but I can't find one of the right size. Any ideas?

*

So, I finally can play a skinwalker (At the end of the campaign, sadly) and I'm re-making an old D&D character (Who was a weretiger) and one of his claims to fame was that with his silver DR, he could beat up the town guard when they got possessed by evil spirits because they had basic long swords, and couldn't do a damn thing to him. Is there a feat out there that only skinwalkers can take that give them that silver DR? Even if it's linked to class levels, it would still be fun to be able to do that again. I haven't found anything yet, but I don't own all the books.


1 person marked this as a favorite.

Back in D&D the githyanki had their nice silver swords, and I happened to get one for a character. Now, in Pathfinder, I can't find anything similar. Is there a similar enchantment in Pathfinder? Or did that stay back with the illithids and other proprietary critters?


Just saw the FAQ update stating that the Ghost only gets +1 to Stealth, but it appears every other specialization still gets +4 on their skill checks. Is that right, or was there a eratta that I missed? If that's correct, then that really sounds unfair.

*

I know the Knight-Inheritor's Ring gives bless weapon as a power, but is there something else that does the same thing? The protection bonus on the ring is only +1, which is kind of a detriment to defense on a front line character, but the bless weapon is useful for a demon hunting ranger. (And I can't do holy, because I am sitting on cold iron +2 evil outsider bane weapons right now, and I really don't want to re-buy and re-enchant cold iron weapons.....) Alternatively, if there is an item that allows you to always treat your weapons as under the effect of a bless weapon (that would be good too) that is legal for PFS?


So, I was reviewing the Additional Resources page and it's showing that all the arcana on page 104 of the ACG are available, with no exceptions. Does this mean that the abilities work as originally listed, or does the magus still have a 0 panache pool without taking Amateur Swashbuckler? My kitsune magus was built as a swashbuckler type, but then they nuked these abilities. Kind of stinks for my build if it's still fried. I mean, I have other ideas for the character, but still would like to have that without having to multi-class.

*

Okay, I'm looking and I haven't found it, but is there a rule for spending multiple PA in a mod? The example is my magus cashing in 8 PA to get 3 1st level wands and a MW cold iron weapon. I think that is legal, but I cannot find support one way or the other. Am I just missing it, or is there a written ruling on this?

*

Okay, I know there is the additional resources page for the various books, but what I am asking if there is a list of the spells available, by class and level, in PFS, from all sources. Both my arcane trickster and magus have Blessed Books, and I want to fill those suckers up. So, anyone know if there is a list out there?

*

I have a question here. I recently played Serpents Rise and am wondering if it is possible to add the Elven rune-cloak special to an existing cloak of resistance? Or do I have to buy the cloak with the rune-cloak ability (effectively re-buying my current cloak of resistance.) I'm not finding anything on the boards, so posted here.

*

So, I have run a couple of mods as Core in the past few weeks, but I have no Core PCs in that range (I have no core PCs at all.) I was applying the chronicles to one of my non-Core PCs in the level range. Is this legal? Will it work? Or will the system reject them? For reference, the PC they have been applied to is a Div-spawn tiefling.


So, some of the infiltrator ranger ability choices are low-light or darkvision. Are these limited by the time limit for the other powers, or are they just added to you as vision types? I.E. a half elf takes Evil Outsiders and his choice at 3rd level is darkvision, does he have to activate the vision,or is it just always on? I was informed that they were always on, so the camouflage and hide abilities that are now attached while the powers are on doesn't work. This is important for my infiltrator, because having darkvision always active has helped me a lot, especially since cold iron is so expensive to enchant that first step.


Okay, for those who remember the 3.5 e expansion books, one of them presented the beguiler, kind of a cross between a rogue and an enchanter sorcerer. I had a character concept that ran along these lines (Conversion of a beguiler to PF) and I really can't find one. The closest is either the Sandman or Magician bards, but neither is a good fit. The Sandman has the bonuses to Bluff/Diplomacy and the magical trap disarming, but is closer to the spellthief from 3.5. The magician has the spells (With the expanded learning ability) but not the trapfinding powers or skill bonuses. I would like to not have to default back to the sorcerer/rogue setup, as this does some depowering. So, any ideas? Is this something that should be submitted to Paizo for the next class book? Am I just boned?


Two questions, figure they should go into one topic to save space. Okay, so here they are.

1) I found a spell called Versatile Weapon that allows the weapon enchanted to temporarily bypass a creatures material-based damage reduction after the first strike. However, I did not find a corresponding weapon enhancement. Does such an enchantment exist, and where can I find it? Spell is from APG, IIRC.

2) My dragon-bloodline sorcerer is copper dragon (acid) based, and I just got 3rd level spells. There's a feat that can change the elemental nature of a spell, but it adds 1 level to the spell (It also allows a half-and-half option for damage) I was wondering if there is an acid-based version of fireball at third level? Otherwise, the next acid spell is cloudkill, and it's kind of weak. In 3.5, the feat mentioned above was split into two feats, one just changed the damage type (With no level change) and the other was half-and-half (For one level).

*

1 person marked this as a favorite.

Okay, I am trying to figure out something for a character here. I'm designing the primary magical weapon for one of my PFS characters and I'm running into a roadblock here. I was looking over the various enchantments and I wondered about something. Most of what I want for the weapon is in the sunblade, but my character's primary weapon is a katana. Is it possible to put all of the effects of the sunblade (double damage vs undead, higher bonus vs evil creatures, sunburst, etc) into a different weapon, and then add ghost touch? Or is the sunsword always a bastard sword, and sealed from further enchantment?

The other option is the Blade of the Rising Sun, but I'd rather not have the sacrificial strike, have it start at +2 and be ghost bane and either holy or lifesurge. The price would be about the same.

One last minor point. I know there was an enchantment in 3.5 that allowed a weapon to temporarily take on the material characteristics of an opponent's resistance (So, it would become cold iron after the first hit on a devil until it was used against a different target, but only for purposes for passing DR) and I thought it has been brought over to PF, but I cannot find it. Am I dreaming on that? Or is it just in one of the regional books/race books that I don't have yet?


I know I've seen it somewhere, but there's a trait or feat that allows you the safe use of poison. I'm not referring to the Alchemist or the Poisoner Rogue, but there was a trait that allows you to safely use poison. At least, I think it was a trait. It might have been a feat. So, have I just missed where it is, or am I wrong?

*

I'll admit to not visiting the boards much here, as I have a lot to do online most days. But I have a few questions I really would like to get answered:

1) Is there a list of all of the mods, in their appropriate year? I sort the mods my PCs have played by year, for reference.

2) Are alchemists the only class allowed to use poisons? There are several non-damaging poisons that my rogue would like to stock, but he's already multiclassed into ranger.

3) Will the traits document ever be updated? The one I have is structured for 3.5, and so far, that one hasn't been updated yet.

Thanks in advance for the answers, folks.


I was wondering if there was any possibility of creating a "modern" setting version of the Pathfinder rules, much like the d20 Modern set. I know that I could just convert, but d20 Modern really has a different way to work things than the d20 SRD. So, any thoughts? I ask because I'm looking at converting my home campaign to Pathfinder, but I have time travel as a possibility. Or am I just out of luck?